Basic Attacks

Command Normals

Kombo Attacks

Safe high-low-high string. Mix up this string with the above string. Gives advantage on hit but pushes opponent back. Use from corner to mid screen range.

,

Easy hit confirmable string. Hits crouchers. Buffers into all specials. Use for mixups into throws often. Tack on + to launch them for juggles.

+ ,

Low launcher string. Completely unsafe on the ground. Use only in crossover Jump in punch combo starters.

Special Attacks

Dive Kick

His best weapon because its so damn safe. Learn to use them at lower levels of the jump. High dives can be punished by a fast special. Very good for punishing projectiles from midscreen.

Ice Ball

Sub's standard ice ball. Can be punished upclose. Can be crouched low without blocking.

Ice Parry

Surprising good counter because it comes out fast. Ground and anti-air. Throw attempts also get parried. Use this to stop rushdowners. You can use this to make unsafe bufferable strings safe, but use sparingly or you will eventually get punished. Remember that lows and projectiles do not parry.

Enhanced Special Attacks

Power Kick

Damaging move, it does 18% if all hits connect. 3rd hit is a overhead. Use in mixups.

X-Ray Attack

Basic Strategy

Advanced Strategy

Cyber Sub can cancel his dashes directly into other dashes, making him very quick on the ground. This works going both forward and backward. This is a unique ability that you should take advantage of.

Corner 2-Meter Trap

Doing the enhanced Bombs directly followed by the enhanced Ice Beam creates a trap that only teleporters will escape. If the opponent remains grounded, the bombs will freeze them, and if they jump, they will be caught by the Ice Beam. Also, you must make sure you are close enough to the corner before employing this trap, because otherwise the opponent can escape the bombs by moving backwards and then block the Ice Beam.